#ifndef COMMON_FX
#define COMMON_FX

shared float4 geometryColor;
shared float4x4 Ortho;
shared float4x4 MVP;
shared float4x4 World;
shared float4x4 View;
shared float4x4 InvViewProj;

struct GBufferOut
{
	float4 diffuse	: COLOR0;
	float4 normal	: COLOR1;
	float4 specular	: COLOR2;
};

shared texture diffuseMap;

sampler diffuseSampler
{
	Texture		= <diffuseMap>;
	MinFilter	= ANISOTROPIC;
	MagFilter	= LINEAR;
	MipFilter	= LINEAR;

	AddressU	= WRAP;
	AddressV	= WRAP;
};

shared texture normalMap;

sampler normalSampler
{
	Texture		= <normalMap>;
	MinFilter	= ANISOTROPIC;
	MagFilter	= LINEAR;
	MipFilter	= LINEAR;

	AddressU	= WRAP;
	AddressV	= WRAP;
};

#endif